architecture
[Input] Resolve Legacy Input Manager Errors in Unity 6
Solution
Unity 2019.x - Unity 6.3.x
Published 18 days ago
Scripts using legacy Input.GetButtonDown methods result in runtime errors or compilation failures in Unity 6. This occurs because the New Input System is enabled by default in recent versions, which automatically disables the legacy InputManager backend unless manually configured.
The discrepancy between the legacy backend and the New Input System is resolved by adjusting project configuration or updating the API calls.
- Open the
Project Settingswindow by navigating toEdit>Project Settings. - Select the
Playercategory from the left-hand sidebar. - Expand the
Other Settingsfoldout and scroll to theConfigurationsection. - Change the Active Input Handling dropdown to
Bothto support legacy and new systems simultaneously, or toInput Manager (Old)if the New Input System is not required. - Click
Applyand allow the Unity Editor to restart.
Additional Tips
- When using the New Input System API, ensure the
UnityEngine.InputSystemnamespace is included at the top of your script. - Use
Keyboard.currentorGamepad.currentto check device status directly without defining Input Actions for simple prototyping. - The Active Input Handling setting can be changed back to
Input System Package (New)once all legacy code is successfully refactored.
TL;DR
Restore functionality by setting the Active Input Handling property to Both or by migrating input logic to the UnityEngine.InputSystem API.
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Content inspired by a Unity discussion post.